Effects of the presence of a cell phone and exposure to natural environments on remote associates task performance

In today’s advanced information society, creativity in work is highly valued, and there is growing interest in the kinds of work environments that produce more creative outcomes. Recent researchers have demonstrated that when environmental factors change a worker’s attentional state to a diffused state, the worker has access to more information than usual, which can contribute to creativity. Here, we examined whether manipulating environmental factors (the presence of a cell phone and exposure to natural environment) that could affect such attention states would improve performance on the Remote Associates Task, a measure of creativity. Our results showed that the presence of a cell phone increased creative performance regardless of immersion in natural environment. In contrast, exposure to nature did not facilitate creative performance; instead, feelings of pleasure increased, and frustration decreased. These results suggest that the presence of a cell phone can enhance creativity by influencing workers’ attentional states. The current study provides a meaningful approach to enhancing creativity by modulating attentional states through environmental factors. It also highlights the essential features of environmental factors that can moderate creative abilities.


Scientific Reports
| (2022) 12:9507 | https://doi.org/10.1038/s41598-022-13634-y www.nature.com/scientificreports/ Taken together, we had two goals with the current study: examining whether the presence of a cell phone would enhance creativity and examining the relationship between creativity and exposure to nature, which is known to affect creativity. Accordingly, we hypothesized that exposure to nature during a convergent creativity task would regulate the attentional state of the participants to be nonfocused, which improves creative abilities.

Method
Participants. The participants were 32 adults (16 men, 16 women) recruited by a participant-recruiting agency (aged 18-31 years; M age = 21.34, SD age = 2.42). A minimum sample size of 32 was estimated via a priori power analysis 50 using G*Power 3.1.9.4 (with settings of power = 0.80, alpha = 0.05, and effect size f = 0.4) based on a previous report 37 (Cohen's d = 0.86). Twenty-seven were right-handed, four were left-handed, and one was ambidextrous. This study was approved by the Behavioral Research Ethics Committee of the School of Human Sciences, Osaka University in Japan (HB019-080). Written informed consent was obtained from all participants. All methods were performed in accordance with the relevant guidelines and regulations.
Experimental apparatus and manipulations (Fig. 1). A video player (Panasonic, DP-UB9000) presented videos of natural scenes provided by LandSkip Inc. (forest, waterfall, coast; https:// www. lands kip. jp/) on a 65-inch LED monitor (JAPANNEXT, JN-V6500UHDR) located 120 cm from the participant's seat. A stereo system (Pioneer, 5.1ch HTP-S363) with surround sound speakers (Pioneer S-H100) was used to project the videos' stereoscopic sound at a volume of 70 dB. A breeze was created by a small fan placed on the side of the desk. The computer (Mouse, MB-B505S-M2S1) was set in the center of the desk (120 cm [W] × 60 cm [H]), and the software PsychoPy (ver. 1.83.04, Peirce, 20071.83.04, Peirce, , 2009) presented the task stimulus. A smartphone (Apple iPhone 11) was placed on the side of participants' dominant hand.
Skin conductance level (SCL) represents the tonic level of a skin response and reflects general changes in arousal 51 . Skin conductance was recorded using an electrodermal activity amplifier MaP1720CA and unit AP-U030 (Nihonsanteku) with two circular electrodes (1-cm diameter, Mets Inc.); these were attached to the medial phalanx surfaces of the middle and index fingers of the nondominant hand. These data were recorded using input monitor software (Nihonsanteku), and the sampling rate was 500 Hz with a 0-15 Hz digital bandpass filter applied.
Search task. The search task was a dummy task and conducted before the RAT to make participants aware of the presence of the cell phone. Participants were given a list of 10 Chinese characters and asked to use the designate phone to find 10 common two-word phrases (e.g., "内庭": inside court) that contained the given characters (e.g., "内": inside); they had 5 min to collect phrases and write them in the answer column.
RAT . Creativity was measured by the Japanese version of the RAT 52 -used in a previous study 37 as a convergent creative task. The RAT requires participants to find a single associated word that can be combined with each of the given three words (either being placed before or after it) to make a common word or phrase. For example, a RAT item including three words (e.g., dream, break, and light) can be solved by the associated word (i.e., "day"). The Japanese version of RAT has the similar rules as the English version in that participants were presented with three Chinese characters (2.5° × 2° visual angle) on the center of a screen and asked to write down a common Chinese character associated with each presented character.
Assessing affect and mental workload. To investigate the affective impacts of the presence of a smartphone and of exposure to nature, we used the Positive and Negative Affect Schedule 53,54 (PANAS) to assess the changes in affect between before and after participants completed the RAT with or without the phone nearby.  To determine what internal processes are activated by exposure to nature to improve performance on a creativity task, it is necessary to measure affect 55 (valence and arousal), physiological response to stress, and mental load. Here, we measured mental load 56 with five items from the NASA TLX 57 (desire for knowledge, own performance, frustration, effort, and overall workload) as a subjective assessment and measured stress based on physiological response, specifically skin conductance.
Experimental flow and procedure. Participants took part in experiments over two days, one in the presence of a smartphone and the other in absence for counterbalance. Only participants in the exposure to nature condition completed the two-day experiment in an environment with natural elements; those in the control condition completed the two days experiment in an environment without natural elements. Based on a preliminary experiment, we set the RAT items in each phone condition at identical, moderate difficulty (i.e., average correct rate of each task set: 60%). In addition, the order of the RAT items in each phone condition was all randomized. The procedures for both days' experiments were identical except that the participants were required to complete a practice task on the first day. The experimental flow for one day is shown in Fig. 2.
After participants finished the practice task in RAT, electrodes were pasted on the second joints of their forefingers and middle fingers on their nondominant hands, and then the SCL recording began. Before the participants entered the search task, the SCL recording lasting 3 min (i.e., front rest) were used as the baseline. Next was the main task session: in the nature-present condition, a video of natural scenes and related settings were presented (see the "Experimental apparatus and manipulations" section). These natural elements were present until the completion of the experiment. The main experiment had two sets of tasks; one task set included a search task and two blocks of the RAT, with 3 min of rest between the blocks. In both phone conditions, the smartphone was initially placed in an identical location before the phone search task and was switched on throughout the experiment. In the phone-absent condition, the experimenter took away the phone after the search task and put a mobile battery on the table that was similar in size and weight to the phone; this time, participants could see and were able to touch the battery but not use it.
In the two blocks of the RATs (9 trials per block), participants were required to complete them successively and had a 1-min rest interval between the blocks. In one trial, there is a RAT thinking section with a 45-s limit, followed by a RAT answering section with no time limit. In the thinking section, the characters were presented for 45 s, and the participants were asked to think of a correct answer within that time. In the answering section, the instructions for the answer method and the current trial number were presented instead of the characters. If the participants could find the answer within 45 s, they were asked to press the space key to enter the answering section and then write their answers on the designated response sheet. If the participants failed to find the correct answer in 45 s, the screen automatically switched to the answering section. The participants were instructed not to continue thinking about the RAT after the screen switched.
The participants completed the PANAS 54 four times: before the first RAT block, after the second, before the third, and after the fourth. Participants also answered questions about mental load (5 items from NASA-TLX) and about their feelings toward natural environments (9-point scale measuring valence and arousal) after the experiment. On the second day, participants completed the Problematic Use of Mobile Phone (PUMP) questionnaire 58 (translated by a native Japanese speaker) and the question of demographic information. The PUMP is a scale that measures the level of dependence on mobile phones and was used to control and exclude the influence of between-group differences in addictive behavior. Experiment design and hypothesis. This experiment followed a 2 (exposure to nature: absent or present, varied between participants) × 2 (phone presence: present or absent, varied within participants) factorial design. The hypothesis of this study is as follows: H1: (a) Participants with a smartphone nearby will perform the creative task better than participants who do not have a smartphone nearby (b) The score of negative affect will increase in the presence of the smartphone. H2: Participants will perform the creative task better in a nature-present condition than in a nature-absent condition. H3: Participants will experience (a) less mental workload, (b) stress, and (c) be more relaxed in a naturepresent condition. This difference in subjective feelings will be reflected in (a) All or part of the items from In summary, performance of the RAT will be higher when a smartphone is present, nature elements are present, or both are present than when neither a phone nor nature elements are present. Additionally, we explored how these interactions would affect creativity performance.

Results
Data analysis. We discarded data from two participants because a program error was found for one participant and the other participant misunderstood an instruction for the RAT and could not follow the appropriate procedure. Thus, we analyzed the data of the remaining 30 participants.
To represent physiological arousal level changes, we calculated the averages of SCL values for front rest, intermediate rest, and blocks of the RATs 59 . Reactivity in response to every block was calculated by subtracting the average of baseline SCL values from the average of SCL values during the RAT blocks, which combined nature exposure (absence or presence) and phone (presence or absence) conditions; front rest as the baseline SCL corresponded to blocks 1 and 2, and intermediate rest corresponded to the remaining blocks.
To confirm whether the individual differences in cell phone usage dependence affect the observed effect of exposure to nature on creativity, the PUMP score between the nature absence and presence conditions were analyzed for normality (Shapiro-Wilk normality test: mean abs = 127.20, W abs = 0.92, p abs = 0.19; mean pre = 116.13, W pre = 0.97, p pre = 0.89), equality of variances (F-test: F(1, 14) = 0.80, p = 0.69, 95% CI 0.27-2.40), and differences in means (T-test: t(28) = − 0.93, p = 0.36, IC 95% = − 35.41-13.28, d = 0.34), respectively. These results show that the two groups of PUMP scores followed a normal distribution with equal variance and no difference between the means was observed, indicating that any influence we observed between nature absence and presence could not be attributed to the individual inference of cell phone usage.
The angular transformed values of the ratio of correct RAT response and reaction time (key press reaction time in the thinking section of the correct answer) were analyzed using two-way analysis of variance (ANOVA) with phone presence and exposure to nature as factors. We analyzed SCL using a three-way ANOVA with phone presence, exposure to nature, and RAT block as factors. The score of negative and positive affect was analyzed by a three-way ANOVA with measurement timing (marked as P1, P2, P3, and P4), phone presence, and exposure to nature as factors. Subjective ratings other than PANAS were analyzed using a two-way ANOVA as in the analysis of hit rate. All degrees of freedom were adjusted using Chi-Muller's epsilon. All the multiple comparisons used Shaffer's multiple-comparison procedure. The details of the nonsignificant results are available at http:// osf. io/ x93j6/.
RAT performance. Figure 3 shows the ratios of correct responses (left); the main effect of phone presence was significant, F(1, 28) = 11.06, p < 0.01, η 2 = 0.0625, whereas the main effect of exposure to nature was not significant, F(1, 28) = 0.30, p = 0.59, η 2 = 0.0083. The two-way interaction for nature and phone presence was also not significant, F(1, 28) = 1.46, p = 0.24, η 2 = 0.0083. Figure 3 (right panel) shows that we observed no significant difference in either main effects or interactions in the results for reaction time. Irrespective of nature condition, the participants with a smartphone nearby generated more correct responses than did those who had only a mobile battery present. In short, the presence of a smartphone increased creativity task performance, supporting H1a.  1092; this latter finding indicated that SCL changed more in block 1 (6.53 μS) than in blocks 3 (3.57 μS) and 4 (2.26 μS; ps < 0.05); SCL in blocks 2 and 3 was also higher than that in block 4 (ps < 0.05). Whereas the simple main effect of the block was marginally significant in the phone-present condition, F(1.48, 41.42) = 3.53, p = 0.05, η 2 = 0.0498, there were no significant differences between the blocks. The simple main effect of phone presence was only significant in block 2, F(1, 28) = 5.89, p < 0.05, η 2 = 0.0334, which indicated that SCL changed more in the absence of a smartphone than in its presence in that block (3.56 μS > 1.81 μS). In the phone-absence condition, the SCL changes decreased over time, but we did not observe this tendency when the phone was present. Meanwhile, there was no significant difference between nature conditions; thus, H3b was not supported. Figure 4 graphically presents the SCL changes.
Subjective affect ratings. Figures 5 and 6 presents the PANAS results for affect ratings in the presence or absence of a nature environment. No main effects or interactions were significant for positive affect, whereas for negative affect (one scale of the PANAS), the main effect of measurement timing was significant, F(2.58, 72.12) = 10.05, p < 0.001, η 2 = 0.0523; neither the other main effects nor the interactions were significant. Participants showed higher scores for negative affect after completing the first half of the tasks (P1 < P2, P4; P3 < P4, ps < 0.05) that decreased after rest (P2 > P3, p < 0.05); moreover, the negative affect increment in the first half of the tasks was larger than that in the second half (P1 = P3, P2 > P4, p < 0.05). These results did not reflect any difference due to the presence of a smartphone; thus, H1b was not supported. Figure 7 displays the remaining subjective ratings for all participants. For valence, the main effect of exposure to nature was significant, F(1, 28) = 5.40, p < 0.05, η 2 = 0.0903, but not that for phone presence, F(1, 28) = 0.65, p = 0.43, η 2 = 0.0100, which reflected that participants felt more pleasure from the presence of nature than they did in its absence irrespective of phone presence conditions. No two-ways interaction was detected, F(1, 28) = 0.20, p = 0.66, η 2 = 0.0031. For arousal, neither main effect nor interaction was significant. Therefore, H3c was partially supported.
For desire of knowledge, the main effect of phone presence was marginally significant, F(1, 28) = 3.38, p = 0.07, η 2 = 0.0244, whereas the main effect of exposure to nature was not, F (1,28) = 0.26, p = 0.61, η 2 = 0.0071. No  www.nature.com/scientificreports/ two-ways interaction was detected, F(1, 28) = 1.62, p = 0.21, η 2 = 0.0117. The participants' desire for knowledge was more conscious when the phone was absent than when it was present, which indicated that the mental demand without a smartphone was higher, and the participants had to attempt to retrieve more knowledge to arrive at a correct answer.   www.nature.com/scientificreports/ presence and more frustration in the absence of a smartphone than in its presence. For the remaining subjective ratings, all main effects and interactions were nonsignificant. Figure 7 presents all the mean subjective ratings. In the overall rating of five items from the NASA task load index, mental load in the form of frustration was lower in the nature environments, which partially supported H3a.

Discussion
The main aim of the current study was to determine whether the presence of a cell phone and/or exposure to nature would affect creativity. In this study, participants with a smartphone nearby performed better on RATs (Fig. 3a) and reported less frustration and less desire for knowledge than did participants with only a mobile battery nearby (Fig. 7c, f); that is, the mere presence of a cell phone fostered creativity. Regarding the effects of exposure to nature, participants reported more pleasure and less frustration in its presence than in its absence, although we did not observe related nature benefits in creative performance. The first and most vital finding in the current study is that a cell phone presence after using it facilitated the performance of the sequent creative task (i.e., RAT: Fig. 3a), indicating that the presence of a cell phone can increase creative outcomes. This result could be induced by adjusting the participants' attentional state to a nonfocused one. A cell phone can be used as an extended technological device to support offloading cognitive demand 60,61 (e.g., excessive information processing). When people engage in a task utilizing a cell phone, their attention may be diffused to plural information sources rather than converging to a single source because diffused attentional state has many advantages (e.g., increased efficiency of information processing). In the current case, it is plausible that the state of diffused attention that was induced by using a cell phone was maintained during the subsequent creative task in the phone-present condition. Therefore, it is possible that the presence of a cell phone distracted the participants' attention but simultaneously led to unfocused attention that enabled them to access more information to perform better in the creativity task. Notably, a previous study 62 that used a luminance detection task to directly observe distraction by a cell phone, which was presented through a similar method as that of this study. That is, although the current study did not measure the available attentional resources during the creative task directly, it can be assumed that distraction is also caused by the cell phone herein.
Further, it was found that participants reported a lower subjective mental load (reflected in frustration and desire for knowledge) as they completed the RATs in the presence of a cell phone (Fig. 7c, f), suggesting that they were aware to some extent that the presence of a cell phone facilitated their cognition. Moreover, we found that the SCL changes decreased gradually as the task progressed but only in the absence of a cell phone (Fig. 4). This finding suggests that the presence or absence of a cell phone has some effect on arousal, but the underlying mechanism is currently difficult to interpret. Future work is necessary to further examine the relationship between the presence of a cell phone and corresponding changes in physiological arousal level.
In this study, it is not clear whether the facilitative effect of the presence of cell phones on creativity is stronger than the disruptive effect produced by distraction. Although multiple researchers have observed negative effects of cell phone presence [28][29][30][31][32]62,63 , many others have concluded that it is difficult to replicate the effects of a cell phone's presence and that the effects can even be described as weak [64][65][66][67] . It is likely that other potential factors (e.g., task meaningfulness to participants and individual differences in emotion-related impulsivity) can moderate or limit the negative effects such that they are not evident in a wide range of situations. The next important matter is determining the relative strength of the creativity-fostering effects of the presence of cell phones compared with their disruptive effects on attention, and it is also necessary to consider how to increase the facilitative effects while limiting distraction.
Inconsistent with related studies on the benefits of exposure to nature for creative outcomes 37-40 , we found no significant influence of natural environments on creative performance, while we only observed the moderated effect on the affective aspect. The positive mood changes are reflected by the self-rating of valence and frustration, so participants in a natural environment felt more pleasant and could reduce the negative affective consequences that may accompany performing a task (i.e., RAT) with a relatively high cognitive load. Increased positive mood as one of the typical affective benefits of exposure to real natural environment 68 (e.g., forests and park) was observed in the current indoor natural setting (Fig. 7a, f), implying that the simulated indoor natural environment has the capability to elicit similar affective benefits as the real natural environment. However, the expected improvements in creative performance through exposure to nature, as in Atchley's 37 study, were not evident. One possible explanation for this discrepancy involves the time constraint employed herein. Atchley 37 did not place limits on respondents' time to answer; we imposed a 45-s time limit, instructing participants to follow the given instructions in producing their responses. Only responses that were made within this time limit were considered correct. Creative thinking is regarded as a high-order cognitive process not driven by speed of information processing 69 ; hence, unlimited response duration can provide an opportunity for individuals to maximize their creative potential in the performance of tasks measuring creativity. That is, the observed facilitation effect of exposure to nature under the condition of no time limit might be larger, compared with a time limit situation such as that of the current study. Thus, we speculate that this time limitation may have weakened the effect of exposure to nature observed at the behavioral level. Future research is needed to consider time in addressing the effects of an indoor environment with nature elements on creativity.
The current study has several limitations. First, we used a designated cell phone rather than each participant's own cell phone to strictly control factors such as phone brand, series, and color. However, the impact of their own phones should be more realistic and richer, given the complexity of the intrinsic causes of cell phone presence effects. Second, although we believe that the presence of a cell phone affects creativity by altering one's attentional state to allow processing of more task-irrelevant information, we did not measure the ability of participants to generate information that is slightly less relevant to task such as remote associated words, which were measured in a related study 70 . In other words, the present results alone do not rule out the possibility that cell phones are www.nature.com/scientificreports/ fostering creativity in other ways (e.g., affecting motivation). Therefore, we can only say that the current findings provide indirect evidence, and further research is needed to directly confirm the underlying mechanism of the impacts of a cell phone's presence on creativity. Third, although the current study assumed that improved creative ability is associated with nonfocused attentional state, the most effective method for verifying this assumption is to test whether creative performance could be enhanced when the participants performed a monitoring task that assesses variation in attentional state during a creative task. Thus, further studies using this method are necessary. Fourth, our study used a non-immersion natural contact method, which may differ from the well-known traditional method. Therefore, the fact that the types of exposure to nature may lead to the lack of effects regarding exposure to nature cannot be ruled out. Future studies should consider other types of exposure.
The present study provides experimental evidence that the presence of a cell phone can positively affect creativity. Because this influence was tested in settings that replicate real-world work environments, our findings possibly reflect a more comprehensive expression of the impacts of a cell phone's presence and will contribute to a better understanding of the impacts of cell phones on performance and creativity in work environments. In addition, our study adds to the body of knowledge on fostering creativity by demonstrating that so-called nonfocused attentional state might be crucial to linking situational and environmental factors to increased creative outcomes.

Data availability
Data and scripts are available on the Open Science Framework: http:// osf. io/ x93j6/.